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Local player is being set up multiple times

Can't Reproduce 1.7.2

Hi,

I am not sure if its better vanish error itself. But from the moment I installed this plugin, when admin after he used /admin get killed by player, it gives this errror to console:

09/19/2022 10:48:22 | Failed to call hook 'IOnBasePlayerAttacked' on plugin 'RustCore v2.0.5652' (NullReferenceException: ) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000fb] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0 09/18/2022 13:54:55 | Failed to call hook 'IOnBasePlayerAttacked' on plugin 'RustCore v2.0.5652' (NullReferenceException: ) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000fb] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

and he is in the state between dead and live until server restart.

I tried remove BetterVanish and use previous one and it's not happening again.

to Rust client its giving error: Local player is being set up multiple times

see attached pic.

do you have an idea from where its coming? thanks a lot

rust.png

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this problem is still persist. Admin log off while in vanish and now he cant respawn. this is what I get at console:

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
  at BaseNetworkable.SendNetworkUpdate (BasePlayer+NetworkQueue queue) [0x000a6] in <ef898b6b16f547b29232eecc84bea530>:0
  at BaseEntity.SendChildrenNetworkUpdate () [0x00024] in <ef898b6b16f547b29232eecc84bea530>:0
  at BaseEntity.SetParent (BaseEntity entity, System.UInt32 boneID, System.Boolean worldPositionStays, System.Boolean sendImmediate) [0x000fd] in <ef898b6b16f547b29232eecc84bea530>:0
  at BaseEntity.SetParent (BaseEntity entity, System.Boolean worldPositionStays, System.Boolean sendImmediate) [0x00000] in <ef898b6b16f547b29232eecc84bea530>:0
  at BasePlayer.RespawnAt (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x0005f] in <ef898b6b16f547b29232eecc84bea530>:0
  at BasePlayer.Respawn () [0x00044] in <ef898b6b16f547b29232eecc84bea530>:0
  at ConVar.Global.respawn (ConsoleSystem+Arg args) [0x00053] in <ef898b6b16f547b29232eecc84bea530>:0
  at ConsoleGen+<>c.<.cctor>b__2_685 (ConsoleSystem+Arg arg) [0x00000] in <ef898b6b16f547b29232eecc84bea530>:0
  at ConsoleSystem.Internal (ConsoleSystem+Arg arg) [0x0005b] in <9801c5cea6b04e089042e0eac1a2aea4>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ConsoleSystem:Internal(Arg)
ConsoleSystem:Run(Option, String, Object[])
ConsoleNetwork:OnClientCommand(Message)
ServerMgr:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Server:ConnectedPacket(Connection)
Facepunch.Network.Raknet.Server:Cycle()
ServerMgr:Update()
 
(Filename: <ef898b6b16f547b29232eecc84bea530> Line: 0)

NCTuning[76561198028409660] has spawned
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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